Bishop the Star Shaman |
Right on! I also just realized that Tujon said he moved but hadn’t had a chance to move his token yet. If he does a double move to get into melee as I am guessing he’s going for, Bishop will obviously only move his 30 feet allotted and not get the cover bonus while laying down the cover fire.
On that note I can’t figure out how to move my token yet either. Perhaps I can’t do it on my phone? Will try booting up the computer I hardly use and try it in a bit.
Reskk |
I can work with whatever.
I really don't know about Roll20 on mobile. I use Google slides in two of my games (has a special app for the iPhone, maybe android too) and, with some trial and error, am usually able to move tokens on my iphone. But it has sometimes really borked things up, too, when i fat-finger it.
Molly Bakir |
Hey all! I'm currently in the process of moving, so I'll try and get a post tonight, but no promises. I'll get one by tomorrow at the least, and Molly would double move towards the next piece of cover if she needs to be botted.
Molly Bakir |
I'll be back to regular posting now! Thanks for the bottling, GM.
Also, having seen what's happening, we are running the risk of having Resk and his army of robots take over the WORLD!
Molly Bakir |
@Jacob (and Tujon!), it's more about the right choice between glorious charge and the mission!
Figuring out the chains of command and learning to trust each other is a really fun story that I was trying to go for, but is someone's feeling like something is wrong, feel free to tell me. Also feel free to tell me if I'm fretting too much over potential friction!
Jacob Carmine |
Oh I'm fine! :D
I think Jacob will be judging Tujon on how much of a hothead and idiotic glory hound he's going to be. :)
Out of character, no hard feelings. In character, Jacob is getting a 'this guy's going to get us effing killed' vibe.
Tujonvrek |
No worries mate, I take no offense. Tujon is going to have issues with crew integration at first. He is used to vesk military strictures and a brief stint of merc work. You are all a lot more frail and unarmored then he is used to.
Reskk |
I haven’t yet decided how Resk is going to react to Tujon... whether it will be condescending laughter or toadying and hiding behind him in fights.
I do want to try to be mindful of not pushing intraparty snark too far, though. It can be a lot of fun for awhile but become wearing and hard to differentiate between what’s IC and what’s sublimated towards the player.
Regardless, what I’m reading right now is hysterical.
F. Castor |
Just a heads up, but the Paizo site is being extremely problematic the last few days, seeing as I am constantly getting logged out. My posting rate may be affected, if for no other reason than the sheer annoyance of having to log in again and again and being unable to see if there are new posts until I do so.
F. Castor |
Just a heads up, but I have been without internet at home these last few days due to a screw-up courtesy of my internet provider. I was hoping it would have been fixed by now but that is not the case. I am not sure how long it will take, but at least a few more days seems like a safe enough bet. Thus, my posting will be... erratic.
Vinsomner |
Okay I got your ship translated into an excel ship builder, and your over budget by 2 BP and draining the power core by an additional 1.
We are going to use this for ease of tracking the ship. On the Ship Sheet is what most of your be observing. I request everyone go to the link, and put their names on the Ship Sheet in the proper crew locations, and list your related bonus.
I additional request everyone read over their ship roles and the general ship combat mechanics! It's pretty obvious we will be having a space battle here soon, and I want to make sure everyones on the same page!
Now ship combat is done in phases:
Engineering,
Helm, (Includes Science Officers and Pilot)
Gunnery.
The captain can take on action per round, but they can choose any three of the phases to act in!
I'm still contemplating on how to work this in the paizo format, but we have two options,
Everyone knows their positions, and post with a tag saying what phase they are acting in and what there doing. Any benefits anyone gives to each other will be proactively added to their rolls after the fact. Which might make it smoother then having everyone wait for me to declare phases.
Thoughts?
Reskk |
I added Resk as Engineer per the discussion above. Also... are the coil guns linked?
GM, in an SFS one shot I just did, the GM for that came just had us each post what we thought our actions would be for that round and then resolved accordingly. It wasn't as ordered as the "by the book" phases, but we seemed to manage okay. (Honestly, after the first couple of rounds, the engineering and science officers tasks became pretty self-evident regardless of what anyone was doing: shields! Piloting was trickier.)
Also, the GM there rolled for both sides' "initiative" each round (enemies as well as PCs) so the party's pilot knew when he would be able to move the ship. It was a little chaotic the first few rounds but we managed. A clear summary at the end of each round was helpful.
As always, YMMV, not trying to push anything, and you should totally do what works for you! Just mentioning it in case it's a helpful reference.
Vinsomner |
Hey Jacob, just post your action and say what phase your posting in! That's how were going to be doing this. Though combat actually hasn't started, right now the surface to air guns are firing at the ship so you could fire back at them in response.
I'll inform when official combat has started!
Reskk |
Hmm... I now see a hiccup. Captain can act independently, so can engineering and science officer, but gunnery relies on the ships position to pick appropriate targets. Btw, Gunnery can only fire in the forward section of the ship. The ship doesn't have a turret.
Yup. And movement is determined by who wins a piloting check each round (loser has to go first, so the winner can position themselves for the best shot).
That said, as a matter of practicality and whether it's worth hashing out right now, it seems to me like this particular fight is just a matter of "get the hell out of here" (rather than destroy the turrets) but maybe I'm wrong...
Tujonvrek |
As to the intimidation check, I can only do that once per person I think. I don't know how long this get out of dodge is going to take and I do not wish to waste those checks if I can avoid it. Being a non-diplomatic captain in early levels has its disadvantages.
Vinsomner |
Ah I missed the ending part, thank you for pointing that out Tujon!
And right now it's a get the hell outta there, but because of fire, I just quickly pulled up the combat map to show the process of getting the hell out. It really should only take one more round, with being able to move the extra 2 hexes, depending on the direction Molly takes the ship, the turrets range penalties would pretty much make attacking pointless.
If you guys do stay around to blow up the turrets though, I mean there's XP to be had if that is done lol.
Molly Bakir |
To avoid the Gunnery and Piloting directional overlap, I chose to pull off a pretty difficult maneuvre, and the dice were lucky this time. Plus, that way, the shooty boys get to pew-pew, too!
Usually, I'm not an expert, but I think flying high and directly away is a pretty bad choice if you don't want to be shot down.
That, and 3D maps are still not available.
Bishop the Star Shaman |
Hey guys. So sorry for the lack of posts. I work for Cracker Barrel and Thanksgiving is always a crazy time prepping for and executing. Feel free to bot me if needed now that combat has started and I will try my best to get something up myself. I wanted to give ship combat another round of reading and haven’t even gotten to do that yet. I know as a group we aren’t active much on the weekend so I will brush up on combat this weekend and should be caught up.
Bishop the Star Shaman |
Alright trying to wrap my head around starship combat. If Jacob is using Fire at Will to use both coilguns at -4 penalty, I am still able to use the same coilguns for my gunnery check? Also should we have labels on the turrets to designate attacks or just assume we are focus fire on one at a time at random?
Reskk |
I've been really unsure about that myself but since I wasn't party to the ship construction I've been keeping kind of quiet on it. I think there are two issues, actually.
First, are the coilguns linked? If so, they can fire together without penalty. If not, there's definitely a penalty.
Second, I don't think they're in a turret. (Are they?) If they're only forward facing (and not in a turret), then they can only fire in the forward arc, so the pilot winning initiative each round and keeping us pointed towards targets is critical. At this point, I think the enemy gun emplacements are behind us.
Molly Bakir |
Yup, I went for the flyover because it allows everyone to take an action in the same turn, pretty much at all times.
I understand that there's Thanksgiving over in the States (Where most Paizonians are), so don't worry about the posting, at least on my behalf. I finally got all the things I needed to move into my new house, so all is good, and I'm ready for regular posting!